AtanitheRanger
2019-03-15, 02:38 AM
I've had the urge to try and figure out a system that would be best for running a Metro 2033 style game. From what I've seen, All Flesh Must be Eaten could be the champion contender. It's built for survival, character creation is varied and allows interesting and different concept creations, and the 'zombie' building in the back of the book and the Atlas of the Dead adds even more that I think, with proper time I could try to figure out what each monster of the metro games roughly runs like.
However, wanting to eliminate as much work as possible. I'd love to know if anyone has any quick ideas or ways to make building the mutants easier? For starters, since the zombie building is meant for the undead, it's not an exact science, I'm still not sure how constitution is brought into play, or how to build their 'dead points'. If anyone could help me with a crash course I'd appreciate it.
For now though, any ideas on how to accurately build these mutants would be appreciated. I've tried doing the basic monster Nostalis so far, and it's looking like this:
Nosalis -
Stats:
Str: 2
Dex: 3
Perception: 2
Int: 0
Constitution: 3
Will: 2
LP: 30
EP: 26
Speed: 18
Attacks:
Claws: d6 x 2 (6 damage)
Weak Spot - All
(Power: 0)
Any attack that harms the living harms the mutant. No particular area is susceptible. They all suffer Dead Point damage until the mutant falls over, again. Just go ahead and bash them.
Speed: The Quick
(Power +10)
These mutants can actually move faster and better than normal humans. This makes them particularly dangerous. Quick moving mutants often look strange to the living because their movements are not normal. They flail their arms wildly and move like they had rubber bands for limbs. Their run is a kind of loping gait. It may sound funny, but it’s not when there’s a pack of them closing in.
Dexterity 3; Speed 18.
Special Move: Burrowing
(Power: +3)
The mutant has the ability to tunnel underneath the ground for great distances. This may not be the fastest means of traveling -- usually no more than a couple of feet per minute and only through sand and dirt (not rock). It can still come as an awful shock to the living when mutants start coming up from beneath the floorboards or through the basement wall.
Strength
Average
(Power: 0)
These mutants have average strength, 2 strength
Claws
(Power: +8)
Claws do d(6) x strength
Senses
Like the Living
(Power: +1)
This mutant returns with the perception of an average human. The better to see you, my dear! There is a drawback to this -- since the mutant retains its sense of touch, it can also feel pain. While attacks to nonvital parts cause no real damage, it still feels like they do. As a result, the mutant becomes temporarily distracted every time it takes significant damage. It is unable to act the Turn after it suffers 10+ Dead Points in a single attack. Perception 2.
Need to Feed
Occasionally
(Power: +2)
The mutant can go up to three days without eating, but every fourth day it needs to consume at least 16 ounces of its preferred nutrient. It doesn’t have to eat all 16 ounces at once, but it does need at least that much each three day period. Each day after that, the mutant starts suffering Strength loss (see Daily).
Intelligence
Animal Cunning
(Power: +2)
These mutants are able to puzzle out certain things, and do learn from experiences. At the lower level (+2 Power), the mutant gains Intelligence 0, and knows to use a more direct path to cut off prey, to lie in ambush, and to avoid harmful attacks. At the higher level (+4 Power), the mutant’s Intelligence becomes 1 but it can only act as an intelligent animal. It can open doors by pushing, lift things without grasping, or leave crude traps to get at prey. These abilities may include crude communication and teamwork, but nothing beyond the capacity of a relatively smart animal. Tool use of any sort is not possible.
Let me know your thoughts!
However, wanting to eliminate as much work as possible. I'd love to know if anyone has any quick ideas or ways to make building the mutants easier? For starters, since the zombie building is meant for the undead, it's not an exact science, I'm still not sure how constitution is brought into play, or how to build their 'dead points'. If anyone could help me with a crash course I'd appreciate it.
For now though, any ideas on how to accurately build these mutants would be appreciated. I've tried doing the basic monster Nostalis so far, and it's looking like this:
Nosalis -
Stats:
Str: 2
Dex: 3
Perception: 2
Int: 0
Constitution: 3
Will: 2
LP: 30
EP: 26
Speed: 18
Attacks:
Claws: d6 x 2 (6 damage)
Weak Spot - All
(Power: 0)
Any attack that harms the living harms the mutant. No particular area is susceptible. They all suffer Dead Point damage until the mutant falls over, again. Just go ahead and bash them.
Speed: The Quick
(Power +10)
These mutants can actually move faster and better than normal humans. This makes them particularly dangerous. Quick moving mutants often look strange to the living because their movements are not normal. They flail their arms wildly and move like they had rubber bands for limbs. Their run is a kind of loping gait. It may sound funny, but it’s not when there’s a pack of them closing in.
Dexterity 3; Speed 18.
Special Move: Burrowing
(Power: +3)
The mutant has the ability to tunnel underneath the ground for great distances. This may not be the fastest means of traveling -- usually no more than a couple of feet per minute and only through sand and dirt (not rock). It can still come as an awful shock to the living when mutants start coming up from beneath the floorboards or through the basement wall.
Strength
Average
(Power: 0)
These mutants have average strength, 2 strength
Claws
(Power: +8)
Claws do d(6) x strength
Senses
Like the Living
(Power: +1)
This mutant returns with the perception of an average human. The better to see you, my dear! There is a drawback to this -- since the mutant retains its sense of touch, it can also feel pain. While attacks to nonvital parts cause no real damage, it still feels like they do. As a result, the mutant becomes temporarily distracted every time it takes significant damage. It is unable to act the Turn after it suffers 10+ Dead Points in a single attack. Perception 2.
Need to Feed
Occasionally
(Power: +2)
The mutant can go up to three days without eating, but every fourth day it needs to consume at least 16 ounces of its preferred nutrient. It doesn’t have to eat all 16 ounces at once, but it does need at least that much each three day period. Each day after that, the mutant starts suffering Strength loss (see Daily).
Intelligence
Animal Cunning
(Power: +2)
These mutants are able to puzzle out certain things, and do learn from experiences. At the lower level (+2 Power), the mutant gains Intelligence 0, and knows to use a more direct path to cut off prey, to lie in ambush, and to avoid harmful attacks. At the higher level (+4 Power), the mutant’s Intelligence becomes 1 but it can only act as an intelligent animal. It can open doors by pushing, lift things without grasping, or leave crude traps to get at prey. These abilities may include crude communication and teamwork, but nothing beyond the capacity of a relatively smart animal. Tool use of any sort is not possible.
Let me know your thoughts!